Level on Power Word: Disarm?


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hong said:
Well, clearly it's a spell that can only be cast by OAs.

Old Acrobats?

Odd Assassins?

Ogre Albatroses?

Oliphant Accountants?

Oligarcical Ambassadors?


Pray tell, Hong, what is this elusive OA that you speak of?
 


OK, here are the two versions of the spell, one a cantrip inspired by Harry Potter (thus the focus) and the other a new Power Word. Feedback appreciated. Thanks for all the help and suggestions so far. :)

Disarm
Enchantment (Compulsion)
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

With a flick of your wand and a single magic word, you cause the subject to drop whatever it is holding.

Focus: A wand

Power Word Disarm
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature with 100 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly disarms one creature of your choice, whether the creature can hear the word or not, causing the subject to drop whatever it is holding.

For each character level above the subject's character level, the dropped items travel 5 feet in a random direction. See the diagram on page 158 of the Player's Handbook to determine what direction the items are flung.

Any creature that currently has 101 or more hit points is unaffected by power word disarm.
 

Although it seems less powerful than command (b/c it only disarms), I'd still leave it a 1st-lvl spell. Otherwise, next thing you know everyone will be spending all their 0-lvl spells on Disarm and every BBEG with a bad Will save will be fumbling their weapons constantly. Someone just needs to ready themselves to pick up the weapon when the BBEG drops it and say goodbye to the BBEG's primary fighting ability (re: weapon focus, spec., etc.).

No offense, but I'd just use the Command spell ("disarm!") and the disarming ability of the Telekinesis spell. Why create new spells when they're just duplicating existing ones?

Edit: Command does exactly what you're 0-lvl spell does with the Drop selection.
 
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Well, Command is also a cleric spell, and it's a better one, in that it has flexibility -- the sorcerer or wizard who prepares Disarm has no other choice of what to do with the spell.

Likewise, the 1st level Grease spell is better, since the item can't be picked up again for a number of rounds equal to the caster's level.

Disarm is worse than both of these, although I see your point about it being arguably better than the rest of the level 0 spells.

EDIT: As for why a new spell, I'm trying to model Harry Potter spells for use in a theoretical Redhurst campaign.
 
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It just occurred to me that the random direction in which the weapon is *flung* might very well be *behind* the caster. Can you imagine a very large dragon casting this spell and having to go around it to retrieve your wand or axe or whatever? LoL
 

Wolffenjugend, would changing Disarm's saving throw to Fortitude (and thus making it much less powerful against warrior types) resolve any of your concerns about the spell?
 

I definitely feel that it's too good for a cantrip.

Even being less versatile than command or grease.

I'd change the power word in two ways: I'd make the distance flung depend on your caster level; and I'd lower the hp cap to 75 if you're going to make it a 4th level spell.
 

the Jester said:
I definitely feel that it's too good for a cantrip.

Even being less versatile than command or grease.

I'd change the power word in two ways: I'd make the distance flung depend on your caster level; and I'd lower the hp cap to 75 if you're going to make it a 4th level spell.

I'm curious how many people in here actually use cantrips with saves against enemies? Will Save of 10 + int... blah!!
 

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